1 | Adhere | An object is covered in extremely sticky slime. Adjacent objects stick to the book with great force. |
2 | Anchor | A strong wire sprouts from your arms, affixing itself to two points within 50ft on each side. If a rope is pulled through the iron loop on its spine, it becomes as heavy as an elephant. |
3 | Animate Object | An object obeys your commands as best it can. Moldable like clay. Childish laughter sprouts from its pages. |
4 | Anthropomorphize | An animal either gains human intelligence or human appearance for one day. Whimpers, purrs and growls depending on its treatment. |
5 | Arcane Eye | You can see through a magical floating eyeball that flies around at your command. Needs a spritz of water to open. |
6 | Astral Prison | An object is frozen in time and space within an invulnerable crystal shell. Silent, abstract, faces scream in anguish within. |
7 | Attract | Two objects are strongly magnetically attracted to each other if they come within 10 feet. Nearby compasses spin uselessly. |
8 | Auditory Illusion | You create illusory sounds that seem to come from a direction of your choice. Produces random and occasionally inopportune sounds throughout the day. |
9 | Babble | A creature must loudly and clearly repeat everything you think. It is otherwise mute. When the text is read aloud, the words of others become unintelligible. |
10 | Bait Flower | A plant sprouts from the ground that emanates the smell of decaying flesh. Attracts flies. |
11 | Beast Form | You and your possessions transform into a mundane animal. Covered in thick fur, its edges lined with small teeth. |
12 | Befuddle | A creature of your choice is unable to form new short-term memories for the duration of the spell. Its contents shift and change each time it is opened. |
13 | Body Swap | You switch bodies with a creature you touch. If one body dies, the other dies as well. The front cover shows an image of the last creature to read it. |
14 | Charm | A creature you can see treats you as a friend. Warm to the touch, and smells of roses. |
15 | Command | A target obeys a single three-word command that does not cause it harm. Grows thinner over time, until finally disappearing forever. |
16 | Comprehend | You become fluent in all languages for a short while. Drips letters, staining whatever it touches. |
17 | Cone of Foam | Dense foam sprays from your hand, coating the target. Spongy and moist with a soapy residue. |
18 | Control Plants | Nearby plants and trees obey you and gain the ability to move at a slow pace. Leaves grow along the spine, and it smells faintly of decay. |
19 | Control Weather | You may alter the type of weather at will, but you do not otherwise control it. Highly resistant to fire and water damage. |
20 | Cure Wounds | Restore 1d4 STR per day to a creature you can touch. Smells of vinegar and thyme. Turns red after use. |
21 | Deafen | All nearby creatures are deafened. Nearby instruments occasionally sound off, as if in protest. |
22 | Detect Magic | You can see or hear nearby magical auras. Becomes warm to the touch if magic is used nearby. |
23 | Disassemble | Any of your body parts may be detached and reattached at will, without causing pain or damage. You can still control them. Regenerates any torn or defaced pages. |
24 | Disguise | You may alter the appearance of one character at will as long as they remain humanoid. Attempts to duplicate other characters will seem uncanny. The surface makes a perfect mirror. |
25 | Displace | An object appears to be up to 15ft from its actual position. Bits of string, clothing, and leaves are sometimes stuffed inside. |
26 | Earthquake | The ground begins shaking violently. Structures may be damaged or collapse. Sand dribbles from the corners, seemingly without stop. |
27 | Elasticity | Your body can stretch up to 10ft. Smells of taffy, and is very flexible. |
28 | Elemental Wall | A straight wall of ice or fire 50ft long and 10ft high rises from the ground. Skin and warmer substances stick to it after use. |
29 | Filch | A visible item teleports to your hands. An ally’s prized possession may occasionally be found tucked between its covers. |
30 | Fish Lung | A target can breathe underwater until they surface again. Smells strongly of the sea. Attracts wild animals. |
31 | Flare | A bright ball of energy fires a trail of light into the sky, revealing your location to friend or foe. Faintly glows in complete darkness. |
32 | Fog Cloud | A dense fog spreads out from you. When submersed in water, the book eventually turns all the liquid to vapor. |
33 | Frenzy | A nearby creature erupts in a frenzy of violence. Rough, sandpaper cover that destroys any book it touches. |
34 | Gate | A portal to a random plane opens. A large hole is carved into the center, ending in a void. Items dropped within are never seen again. |
35 | Gravity Shift | You can change the direction of gravity, but only for yourself. Attaches itself to the largest object nearby. |
36 | Greed | A creature develops the overwhelming urge to possess a visible item of your choice. The cover changes depending on the owner, subtly hinting at their deepest desires. |
37 | Haste | Your movement speed is tripled. Pages flip wildly while open. Can cause paper cuts. |
38 | Hatred | A creature develops a deep hatred of another creature or group and wishes to destroy them. Long term exposure to the book can cause suspicion, paranoia and distrust of others. |
39 | Hear Whispers | You can hear faint sounds clearly. The reader’s voice is amplified for a short period of time afterwards. |
40 | Hover | An object hovers, frictionless, 2ft above the ground. It can hold up to one humanoid. Floats if dropped. |
41 | Hypnotize | A creature enters a trance and will truthfully answer one yes or no question you ask it. Eye-catching, swirling spirals don its covers. |
42 | Icy Touch | A thick ice layer spreads across a touched surface, up to 10ft in radius. Gloves required. Nonflammable. |
43 | Identify Owner | Letters appear over the object you touch, spelling out the name of the object’s owners, if there are any. The book’s interior lists the name of its previous owner. |
44 | Illuminate | A floating light moves as you command. When held in light, the pages become a prism of vibrant rainbows. |
45 | Invisible Tether | Two objects within 10ft of each other cannot be moved more than 10ft apart. Its pages are not attached by glue or thread, yet stay together nonetheless. |
46 | Knock | A nearby mundane or magical lock unlocks loudly. Locked. A new owner “produces” the key after their next meal. |
47 | Leap | You jump up to 10ft high, once. When thrown, it just keeps going. |
48 | Liquid Air | The air around you becomes swimmable. Floats of its own volition, bouncing off of whatever it touches. |
49 | Magic Dampener | All nearby magical effects have their effectiveness halved. Relics within 100ft of the spellbook cannot be recharged. |
50 | Manse | A sturdy, furnished cottage appears for hours. You can permit and forbid entry to it at will. If left inside, both the book and the cottage vanish forever. |
51 | Marble Craze | Your pockets are full of marbles and will refill every 30 seconds. When jostled, makes a playful rattling sound. |
52 | Masquerade | A character’s appearance and voice becomes identical to those of a character you touch. Extended use causes the owner to develop unconscious yet noticeable tics. |
53 | Miniaturize | A creature you touch is shrunk down to the size of a mouse. The text is ludicrously, comically large. |
54 | Mirror Image | An illusory duplicate of yourself appears and is under your control. Over time, the owner begins to question who is the original, and who is the duplicate. |
55 | Mirrorwalk | A mirror becomes a gateway to another mirror that you looked into today. Will not open unless the owner politely knocks on the cover. |
56 | Multiarm | You temporarily gain an extra arm. After use, the caster is wracked with phantom limb syndrome for a day. |
57 | Night Sphere | A 50ft-wide sphere of darkness displaying the night sky appears before you. Displays a prominent constellation on its cover. |
58 | Objectify | You become any inanimate object between the size of a grand piano and an apple. The owner experiences intense pareidolia for days after use. |
59 | Ooze Form | You become a living jelly. Slowly drips an acid that eventually eats away anything it touches. |
60 | Pacify | A creature near you has an aversion to violence. Smells of jasmine and incense. Attracts children. |
61 | Passage | Creates a temporary path through wood, stone or brick. An object dropped on top of the book inevitably falls through the other side. |
62 | Phobia | A nearby creature becomes terrified of an object of your choice. Over time, haunting, abstract art begins to fill its pages. |
63 | Pit | A pit 10ft wide and 10ft deep opens in the ground. A standard piton can be safely stored in its spine. |
64 | Primal Surge | A creature rapidly evolves into a future version of its species. The owner is haunted by strange visions of their own ancestors. |
65 | Push/Pull | An object of any size is pulled directly towards you or pushed directly away from you with the strength of one man. Any force against the book is comically amplified. |
66 | Raise Dead | A skeleton rises from the ground to serve you. They are incredibly stupid and can only obey simple orders. The owner becomes more and more fascinated with bones after each use. |
67 | Raise Spirit | The spirit of a nearby corpse manifests and will answer 1 question. The answers (but not their questions) are forever inscribed in its pages. |
68 | Read Mind | You can hear the surface thoughts of nearby creatures. Long-term possession can cause the reader to mistake the thoughts of others as their own. |
69 | Repel | Two objects are strongly magnetically repelled from each other within 10 feet. Closed by two powerful straps that spring open at inopportune times. |
70 | Scry | You can see through the eyes of a creature you touched earlier today. The owner’s eyes turn milky-white for an hour after use. |
71 | Sculpt Elements | Inanimate material behaves like clay in your hands. Slowly decays on contact with wood or cloth. Bury in dirt or submerge in water to refresh. |
72 | Sense | Choose one kind of object (key, gold, arrow, jug, etc). You can sense the nearest example. The book’s previous owner is always aware of the book’s current location. |
73 | Shield | A creature you touch is protected from mundane attacks for one minute. Bound in rusty ring-mail and is quite heavy. If held, provides +1 Armor. |
74 | Shroud | A creature you touch is invisible until they move. Invisible to any but the book’s current owner. |
75 | Shuffle | Two creatures you can see instantly switch places. If stolen but not yet read, it reappears wherever its owner last left it. |
76 | Skillful Repair | You make minor repairs to a nonliving object. Sewn from the vellum of one hundred books, no two pages are alike. |
77 | Sleep | A creature you can see falls into a light sleep. Soft as a pillow, but yields only fitful sleep. |
78 | Slick | Every surface in a 30ft radius becomes extremely slippery. Gloves are required for handling, lest the book is dropped in a most comical fashion. |
79 | Smoke Form | Your body becomes a living smoke that you can control. Smells of campfire. The pages cannot be burnt, but are very sensitive to moisture. |
80 | Sniff | You can smell even the faintest traces of scents. Expresses a strong odor detectable only by its owner. |
81 | Snuff | The source of any mundane light you can see is instantly snuffed out. If left in one place for long periods, nearby light sources eventually dim, then finally go out. |
82 | Sort | Inanimate items sort themselves according to categories you set. Rights itself when dropped or thrown. |
83 | Spellsaw | A whirling blade flies from your chest, clearing any plant material in its way. It is otherwise harmless. Wrapped in stained leather, it should be oiled at least once a month. |
84 | Spider Climb | You can climb surfaces like a spider. New cobwebs must be pushed aside prior to each use. They are hard to remove. |
85 | Swarm | You become a swarm of crows, rats, or piranhas. You can only be harmed by blast attacks. Easily broken into a dozen distinct parts that slowly move towards one another over time. |
86 | Target Lure | An object you touch becomes the target of any nearby spell. Attracts all manner of magical creatures, spell leaks, and scrying. |
87 | Telekinesis | You may mentally 1 move item under 60lbs. The owner can summon the book through mental command alone (WIL save or become deprived afterwards). |
88 | Telepathy | Two creatures can hear each other’s thoughts, no matter how far apart. The holder can hear (but not respond) to the thoughts of whoever last possessed it, and vice versa. |
89 | Teleport | An object or person you can see is transported from one place to another in a 50ft radius. Can be destroyed to create a portal to another dimension. |
90 | Thicket | A thicket of trees and dense brush up to 50ft wide suddenly sprouts up. Wrapped in vines that must be destroyed again with each use. |
91 | Time Control | Time in a 50ft bubble slows down or increases by 10% for 30 seconds. _Alternates its appearance as either impossibly old or freshly written. |
92 | True Sight | You see through all nearby illusions. Cannot be concealed by magic, and sticks out like a sore thumb. |
93 | Upwell | A spring of seawater appears. Hardened leather bindings caked in salt and living barnacles.. |
94 | Vision | You completely control what a creature sees. An unnerving, lidless eye graces the front cover. |
95 | Visual Illusion | A silent, immobile, room-sized illusion of your choice appears. Filled with rich, colorful pages very much like a children’s bedtime story. |
96 | Ward | A silver circle 50ft across appears on the ground. Choose one species that cannot cross it. The covers are decorated with bizarre, otherworldly creatures with thousands of eyes. |
97 | Web | Your wrists shoot thick webbing. The text is alien, yet somehow intelligible, for it is the language of dreams. |
98 | Widget | A primitive version of a drawn tool or item appears before you and disappears after a short time. Smells of iron and rust, sweat and effort. Faint sounds of harsh labor emanate from deep within its pages. |
99 | Wizard Mark | Your finger can shoot a stream of ulfire-colored paint. This paint is only visible to you and can be seen at any distance, even through solid objects. Inside the front cover is a small pocket containing a thin pad of paper, listing the name and date of death of all previous owners. |
100 | X-Ray Vision | You can see through walls, dirt, clothing, etc. Long-term exposure can cause hair loss, blurry vision, and fatigue. |